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It occurred to me that I posted this without explaining the reason why I’m asking for these details. There are several. One, this kind of establishes the mythos of each character, and allows you as players to explore what the voice of the character may be. Two, these summaries provide a brief window into what you as players are interested in seeing in the character’s adventures. Third, they may highlight some aspect of your character you want to focus on, or may not have realized was important to your character. Finally, it gives me as the GM a way of identifying elements for future stories.

 

Example:  Crossfire – Trapped in the Manhattan mall during the Zo’s invasion Specialist Mark Jones is cut off from his team and his tools. Worse, the building is filling with smoke, and alien troops who are rounding up survivors. Taking the only things he can find, a bow and an urban camo vest and mask, from a demolished sports shop Crossfire takes to action to help save those – Locked Away!

 

Okay, yes, I do picture Locked Away as the title on the Crossfire issue #0, but that’s just me being a bit silly. In this synopsis we can see that Crossfire has a military background and uses a bow. What may be more interesting though is that he is wildly outmatched being a normal human versus an alien invasion force. Additionally, he is not taking up arms to defend himself but to save others. While it is not stated, this implies that he may be rather stealthy and could have escaped but chose the path of a hero instead.

 

As a GM I might suggest Crossfire add Drives like: Facing Overwhelming Odds, or Wrong Place, Write Time. Also, I can see that while it might be in every story, I should consider putting Crossfire into situations where he is completely outmatched and has to rely on things other than raw power to overcome the challenge. 

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creature_prismaticdragon.jpg

 

Paragon Prismatic Dragon (Great Wyrm)

 

Colossal+ Dragon

Hit Dice: 78d12+2,652 (3,588 hp)
Initiative: +11 (+7 Dexterity, Improved Initiative)
Speed: 180 ft., fly 1050 ft. (clumsy)
AC: 137 (-8 size, +7 dexterity, +12 insight, +12 luck, +27 deflection, +77 natural), touch 60, Flat-footed 130
Base Attack/Grapple: +78/+132
Attack:  Bite +126 (8d6+50/19-20) melee
Full Attack:  Bite +126 melee, 2 claws +122 (4d8+38) melee, 2 wings +121 (4d6+38) melee, tail slap +122 (4d8+61) melee
Space/Reach: 30 ft./20 ft
Special Attacks: Crush 8d6+61 (DC 71), tail sweep 4d6+61 (DC 71), breath weapon, frightful presence (DC 76), spells (caster level 41st), spell-like abilities
Special Qualities: Immunities, DR 20/epic, SR 91, Cold Resistance 10, Fire Resistance 10, Fast Healing 20, blindsight, keen senses, deflecting force
Saves: Fort +78, Ref +65, Will +78
Abilities: Str 88, Dex 25, Con 80, Int 79, Wis 80, Cha 80
Skills: Balance +84, Bluff +106, Climb +109, Concentration +105, Diplomacy +118, Disable Device +105, Escape Artist +78, Gather Information +112, Heal +105, Intimidate +112, Jump +127, Knowledge (all) +105, Listen +105, Move Silently +78, Open Lock +86, Perform (any two) +106, Search +105, Sense Motive +105, Spellcraft +111, Spot +105, Survival +105, Tumble +84, Use Magic Device +106
Feats: Blinding Speed (x2), Cleave, Flyby Attack, Great Charisma, Great Cleave, Improved Critical (bite), Improved Initiative, Improved Sunder, Improved Spell Capacity (9th), Improved Spell Capacity (9th), Power Attack, Quicken Spell-Like Ability, Snatch, Spell Knowledge (x4), Weapon Focus (bite), Weapon Focus (claw), Weapon Focus (tail slap)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or family (1-2 and 2-5 off-spring)
Challenge Rating: 81
Treasure: Double standard
Alignment: Usually neutral
Advancement: 79+ HD (Colossal+)

A paragon prismatic dragon’s natural weapons are treated as epic for the purpose of overcoming damage reduction.

Breath Weapon (Su): Cone of prismatic spray, 80 ft., effect as spell, Ref half (DC 83).

Spell-Like Abilities: At will-hypnotic pattern, rainbow pattern; 3/day-greater dispel magic, haste, prismatic sphere, prismatic wall, see invisibility, sunbeam, sunburst. Caster level 53rd; save DC 45 + spell level. The DC is Charisma-based.

Immunities (Ex): Immune to sleep and paralysis effects, immune to light and blindness effects.

Sorcerer Spells Known (6/11/11/11/10/10/10/10/9/11; base DC 45 + spell level):

0 - dancing lights, daze, detect magic, ghost sound, light, prestidigitation, ray of frost, read magic, resistance;

1st - enlarge person, mage armor, magic missile, shield, true strike, unseen servant;

2nd - alter self, blur, darkness, detect thoughts, levitate;

3rd - blink, fireball, greater magic weapon, haste, tongues, wind wall;

4th - confusion, polymorph, scrying, stoneskin;

5th - baleful polymorph, dismissal, fabricate, passwall, wall of force;

6th - antimagic field, greater dispel magic, true seeing;

7th - forcecage, sequester, spell turning, greater teleport;

8th - greater planar binding, mass charm monster, symbol of death, temporal stasis;

9th - dominate monster, gate, imprisonment, time stop, wish

Possessions: Staff of the cosmos, ring of regeneration, 15,563 gp.

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The second country to enact legislation around Metahumans these laws have led to growth in San Francisco, and the DC/Arlington Metroplex. Over the last last fifty years both have seen extensive growth. The Greater Arlington area is home to over four million people, and the Fine-Seph international airport, one of the busiest in the world. Arlington is also home to corporate and research facilities for Dynamic Biotech, and  the Institute for Metahuman Research. Additionally, Stephen Early University hosts an extensive research department in multiple scientific fields.  

 

If Arlington is the academic hub of the nation then San Francisco is the city’s west coast reflection. While Virginia offered space to grow California’s landscape offered little room for expansion. To compensate,San Francisco has grown up, and burrowed down. The William Weisinger aquatic research center offers a hundred meter slice of oceanic life. While IMR’s Prosperity tower offers a panoramic view from the one hundred and nineteenth story. The San Francisco Bay is also home to Cold Iron Citadel, the prototype prison for Black Mountain. Although, Cold Iron has been decommissioned IMR offers tours of the facility. 

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FBI Special Agent [108] Subtotoal Running

total
Attributes:
ST 10 [0]
DX 10 [0]
IQ 11 [20]
HT 11 [10].................. 30 30

Secondary Attributes:
Dmg 1d-2/1d [0]
BL 20lbs. [0]
HP 10 [0]
Will 11 [0]
Per 10 [-5]
FP 11 [0]
Basic Speed 5.25 [0]
Basic Move 5 [0]................... -5 25

Advantages:
Patron (FBI, 15 or less, Minimal Intervention) [30]
Police Rank 2 [10]
Legal Enforcement Powers [10]
ONE OF
Empathy (Sensitive)
Extra Perception +1
Fit [5]................... 55 80

Disadvantages:
Duty (FBI, 15 or less) [-15]
Sense of Duty (Other agents) [-5]..................-20 60

Primary Skills:
Criminology/TL8 (A) IQ+2 13 [8]
Forensics/TL8 (H) IQ+0 11 [4]
Guns/TL8 (Pistol) (E) DX+2 12 [4]
Law (Federal Criminal) (H) IQ+1 12 [8]
ONE OF
Detect Lies (H) Per+0 10
Interrogation (A) IQ+1 12 [4]
ONE OF
Judo (H) DX+0 10
Wrestling (A) DX+1 11 [4]................... 32 92

Secondary Skills:
Computer operation/TL8 (E) IQ+1 12 [2]
Professional Skill (FBI Agent) (A) IQ+0 11 [2]
Savoir-faire (FBI) (E) IQ+1 12 [2]
Observation (A) Per+0 10 [2]
Research/TL8 (A) IQ+0 11 [2]
Search (A) Per+0 10 [2]
ONE OF
Acting (A) IQ+0 11
Shadowing (A) IQ+0 11 [2]
ONE OF
Guns/TL8 (Shotgun) (E) DX+1 11
Guns/TL8 (Rifle) (E) DX+1 11
Guns/TL8 (Submachine guns) (E) DX+1 11 [2]................... 16 108

 

---

 

http://gurpsland.no-ip.org/pdf/G4eWWIITemplates.pdf

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